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Love the Season 1.1 update, but why's my guy walking funny?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
The updates to the Exchange UI were long overdue and are MUCH appreciated.

The difficulty slider solves worlds of problems, thanks!

The space auto-fire change may save me from Repetitive Stress Injury, so thumbs way up!

I got a new type of exploration mission!?!?! I didn't see THAT coming! :-)

Good stuff all around from where I sit.

But.. one thing. The speed of the "walk" animation of my human characters is in the Charlie Chaplin silent film range. I know most non-RP-ers just run everywhere, but for those who stride the companionways with deliberate action hero dignity, it's a little much. Was this speed-up intentional?
Post edited by Unknown User on
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Your character is walking funnily? Are they a science officer? :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    I'm wondering the same thing. The NPC's appear to walk as they always have, but all of my characters are acting like they are desperate to find the head.

    While we're on the topic. Is there any way to set your bridge officers to walk when you do?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Does the new wound mechanic cause changes to gait?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    My main character is Science division, yes. If you were being facetious though, the jest went right past me. :-)

    Glad to know I'm not alone and it's not just some weird thing on my end. Yeah, it's like a 33 1/3 LP set to 45 (that's a vinyl reference for those born too late for records). Hopefully an oversight that will be put right next time they patch.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    My main character is Science division, yes. If you were being facetious though, the jest went right past me. :-)

    Glad to know I'm not alone and it's not just some weird thing on my end. Yeah, it's like a 33 1/3 LP set to 45 (that's a vinyl reference for those born too late for records). Hopefully an oversight that will be put right next time they patch.

    I LOL'ed at this thinking at least 50% of readers of this went WT* is a 33 1/3 LP??

    Oppps our age is showing :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Ni!!!!

    ...


    Someone had to, it was me this time. While I am a Romulan khre'Riov, I am also an Ambassador from the Land of Monty!!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    ...And I discovered I can now choose NOT to display shield quadrant indicator rings in combat!!!

    All kinds of happy up in here!!! (But still walking in a Benny Hill video short style quickstep.)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Waerlogan wrote: »
    Does the new wound mechanic cause changes to gait?

    Not sure, but I know the "assimilated" debuff that the Borg hit you with makes you walk like you just dropped a huge boomer in your pants...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    You say Benny Hill like its a bad thing........................
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Any chance I could get someone to fraps this or just take a handheld digital camera video and email it to me? Send whatever you want to supermartin@crypticstudios.com. Obviously this is a subjective issue, so I just want to make sure we're talking about the same thing.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Not sure, but I know the "assimilated" debuff that the Borg hit you with makes you walk like you just dropped a huge boomer in your pants...


    I know exactly what you mean but I am not sure what it is that caused it. My daily groups was running infected and all of a sudden our medic started walking as if he was clenching his butt cheeks a little too tight. We of course being the mature sensitive adults we are made fun of him while laughing. He had no clue what cause it and we had never seen it happen to any of use before that.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010

    But.. one thing. The speed of the "walk" animation of my human characters is in the Charlie Chaplin silent film range. I know most non-RP-ers just run everywhere, but for those who stride the companionways with deliberate action hero dignity, it's a little much. Was this speed-up intentional?

    If you want him to walk normal, you need to keep him away from Sulu.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Any chance I could get someone to fraps this or just take a handheld digital camera video and email it to me? Send whatever you want to supermartin@crypticstudios.com. Obviously this is a subjective issue, so I just want to make sure we're talking about the same thing.

    I've just downloaded CamStudio and the trial version of FRAPS, but hopefully someone will post something before I hurt myself trying to figure them out.

    Really, it's a thing one might miss if not used to the animation before. The character will take about six or seven steps in the time they'd use to take four; the difference between a realistic stride and one that looks sped up. As someone mentioned, the NPCs haven't been affected. My PCs used to match the NPC gait while walking around and now don't.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Any chance I could get someone to fraps this or just take a handheld digital camera video and email it to me? Send whatever you want to supermartin@crypticstudios.com. Obviously this is a subjective issue, so I just want to make sure we're talking about the same thing.

    I forwarded you one. The quality isn't the greatest but the difference between my character's walk and the NPC's he passes is pretty apparent. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    SFCO wrote:
    I forwarded you one. The quality isn't the greatest but the difference between my character's walk and the NPC's he passes is pretty apparent. :)

    Thanks for getting to this before I did!

    :-)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    A change was made to fix the foot registration in the walking animations, specifically for the NPCs who looked to be ice skating a bit. No change was made to the player walk speed, so I think you are only seeing the result of the walking animation speed change. That is, you shouldn't be actually moving any faster relative to the NPCs that are walking, though in the video I received you did seem to have found some particularly slow NPCs.

    So the question is, do you want to move slower, animate slower, or both? I'm not guaranteeing that we'll fix it the way you want, but I just want to be really explicit about what the problem is first.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    We need a toggle feature for walk. I love walking, but hate holding down a button to do so...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Wes_Janson wrote:
    We need a toggle feature for walk. I love walking, but hate holding down a button to do so...

    I mapped walk to a button on my mouse, if you set it to "click" it works as a toggle.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    R also works by default.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    A change was made to fix the foot registration in the walking animations, specifically for the NPCs who looked to be ice skating a bit. No change was made to the player walk speed, so I think you are only seeing the result of the walking animation speed change. That is, you shouldn't be actually moving any faster relative to the NPCs that are walking, though in the video I received you did seem to have found some particularly slow NPCs.

    So the question is, do you want to move slower, animate slower, or both? I'm not guaranteeing that we'll fix it the way you want, but I just want to be really explicit about what the problem is first.

    the player animation seems to be moving a bit too slow for the speed at which your character is moving/walking at.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I've just downloaded CamStudio and the trial version of FRAPS, but hopefully someone will post something before I hurt myself trying to figure them out.

    Really, it's a thing one might miss if not used to the animation before. The character will take about six or seven steps in the time they'd use to take four; the difference between a realistic stride and one that looks sped up. As someone mentioned, the NPCs haven't been affected. My PCs used to match the NPC gait while walking around and now don't.

    FRAPZ is the shizzle. Almost TOO shizzly. I've about filled a ITB drive with video footage from in game experiences. :eek:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    A change was made to fix the foot registration in the walking animations, specifically for the NPCs who looked to be ice skating a bit. No change was made to the player walk speed, so I think you are only seeing the result of the walking animation speed change. That is, you shouldn't be actually moving any faster relative to the NPCs that are walking, though in the video I received you did seem to have found some particularly slow NPCs.

    So the question is, do you want to move slower, animate slower, or both? I'm not guaranteeing that we'll fix it the way you want, but I just want to be really explicit about what the problem is first.

    "Animate slower" if the PC movement speed hasn't changed from before, but in truth I myself wasn't gauging initially relative to the NPCs; the animation instantly struck me as cycling quicker after the patch. The tempo is Allegro, about three steps per second (just timed it) while it previously was less than five steps every two, Moderato. The difference is real; numerically slight but palpable.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    So the question is, do you want to move slower, animate slower, or both? I'm not guaranteeing that we'll fix it the way you want, but I just want to be really explicit about what the problem is first.

    The animation needs to be slower, how it was before 1.1 was fine. Currently it looks like my character is in a great hurry. The actualy walk speed (how long it takes to get from point A to point B while walking) is fine however.

    Also, a permanent walk toggle rather than a key we need to hold down would be much appeciated.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    A change was made to fix the foot registration in the walking animations, specifically for the NPCs who looked to be ice skating a bit. No change was made to the player walk speed, so I think you are only seeing the result of the walking animation speed change. That is, you shouldn't be actually moving any faster relative to the NPCs that are walking, though in the video I received you did seem to have found some particularly slow NPCs.

    So the question is, do you want to move slower, animate slower, or both? I'm not guaranteeing that we'll fix it the way you want, but I just want to be really explicit about what the problem is first.

    I want it to not look like I am trotting down the corridor with a stick up my TRIBBLE. How you do it is not my concern. Make it so.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    This animation brought to you by the Ministry of Silly Walks.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    A change was made to fix the foot registration in the walking animations, specifically for the NPCs who looked to be ice skating a bit. No change was made to the player walk speed, so I think you are only seeing the result of the walking animation speed change. That is, you shouldn't be actually moving any faster relative to the NPCs that are walking, though in the video I received you did seem to have found some particularly slow NPCs.

    So the question is, do you want to move slower, animate slower, or both? I'm not guaranteeing that we'll fix it the way you want, but I just want to be really explicit about what the problem is first.

    Given the choice, I would prefer a slower animation. Something that looks more natural. Right now, it just seems like it's on fast-forward and rough. The actual speed from point A to point B is secondary to the look if that makes sense. :-)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    LordTareq wrote: »
    Also, a permanent walk toggle rather than a key we need to hold down would be much appeciated.

    You can set one up with the bind command. Just choose a key you don't already use, I will use "G" for the following example.

    Then type the following: /bind G ++walk

    Then it will toggle, press once to walk, once again to run. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    A change was made to fix the foot registration in the walking animations, specifically for the NPCs who looked to be ice skating a bit. No change was made to the player walk speed, so I think you are only seeing the result of the walking animation speed change. That is, you shouldn't be actually moving any faster relative to the NPCs that are walking, though in the video I received you did seem to have found some particularly slow NPCs.

    So the question is, do you want to move slower, animate slower, or both? I'm not guaranteeing that we'll fix it the way you want, but I just want to be really explicit about what the problem is first.

    I had another look at the video I sent. I'm not real good at describing things, but if you watch my character there, he looks stiff in his walk and kind of shifts side to side in an odd way. Then watch the NPC's with the slower animation, they look much smoother, relaxed, no odd shifts, and overall more natural.

    Thank you very much for looking into this. I'm one of those wierd players who constantly walks on stations, during missions, everywhere; only running short distances when there's a reason. This new animation is sort of jarring to the reality I form while playing.

    I understand you can offer no promises but I do want to say I truly appreciate your investigation nonetheless.
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